This commit is contained in:
2025-02-07 17:04:43 -06:00
parent 33fd7ddf72
commit 8eec81c7f4
2249 changed files with 75331 additions and 685 deletions

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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":12}
// [COMBO] {"material":"ui_editor_properties_greyscale","combo":"GREYSCALE","type":"options","default":1}
#include "common.h"
#include "common_blending.h"
varying vec4 v_TexCoord;
varying vec4 v_TexCoordNoise;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_noise","default":"util/noise"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
uniform float g_NoiseAlpha; // {"material":"strength","label":"ui_editor_properties_strength","default":2,"range":[0.0, 5.0]}
uniform float g_NoisePower; // {"material":"exponent","label":"ui_editor_properties_power","default":0.5,"range":[0.0, 5.0]}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
vec3 noise = texSample2D(g_Texture1, v_TexCoordNoise.xy).rgb;
vec3 noise2 = texSample2D(g_Texture1, v_TexCoordNoise.zw).gbr;
#if GREYSCALE
noise = CAST3(greyscale(noise));
noise2 = CAST3(greyscale(noise2));
#endif
noise = saturate(noise * noise2);
noise = pow(noise, CAST3(g_NoisePower));
float blend = g_NoiseAlpha;
#if MASK
blend *= texSample2D(g_Texture2, v_TexCoord.zw).r;
#endif
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, noise, blend);
gl_FragColor = albedo;
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture0Resolution;
#if MASK == 1
uniform vec4 g_Texture2Resolution;
#endif
uniform float g_Time;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
varying vec4 v_TexCoordNoise;
uniform float g_NoiseScale; // {"material":"scale","label":"ui_editor_properties_scale","default":10,"range":[0.0, 20.0]}
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
float aspect = g_Texture0Resolution.z / g_Texture0Resolution.w;
float t = frac(g_Time);
v_TexCoord = a_TexCoord.xyxy;
v_TexCoordNoise.xy = (a_TexCoord.xy + t) * g_NoiseScale;
v_TexCoordNoise.zw = (a_TexCoord.xy - t * 2.5) * g_NoiseScale * 0.52;
v_TexCoordNoise *= vec4(aspect, 1.0, aspect, 1.0);
#if MASK == 1
v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
a_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
#endif
}